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Warring -- PvP

Does this sound like a decent idea.


  • Total voters
    14

KrojinKin

Legacy Supporter 6
Joined
Aug 28, 2011
Alright so I did some research on the topic for a bit today, and on the way home from school (45minute drive) I pondered.

I thought of a system that could possibly help the people who own a town that do not want to pvp would like as well.

Well let me get started,

1) To declare war you must own a town
1b. A town mayor can only declare war on that same city every 2weeks or 4weeks whatever works best
1c. A town mayor can war as many cities as he would like, although I would assume this would be unwise.

2) Declaring war is not a statement in world chat, it must be documented on the forum.

3) Both mayors must acknowledge the war proposal, and the one being wared has 7 days to respond.

4) Their is 2 choices, either you go to war, or you pay the waring city a flat fee. (Which would be either discussed by the mayors or, could be a set price set by you or whomever would be in charge of overseeing wars)

5) During the first 5 days of war, you will be able to KOS all members of the opposing cities except in Zeal of course.

6) On day 6 you will have a day of rest no pvp will occur unless in the wild.

7) On day 7 at a certain time, (discussed by the two mayors to find out the best time for it.) the actual war of the city will take place, where a goal is set in place.

8) That goal is time oriented if not completed by let's say 45minutes, then the city remains on touched and the mayor gets to keep his city. He has defended it.

Now, as I stated in #4 the war can be over looked by paying a flat fee, allowing them 2-4weeks of peace time without that specific town(who wared them.) warring them again. If in a kingdom, the capital city they designate -- would be the town/city that is attacked on day 7. If the town being attacked can not pay the flat fee and decides that they can not have war, then the city therefore is forfeited to the town who has attacked.

I'm not a 100% sure what the goal will be to win the wars but this is just a base of what could possibly be your war system. All of which would be documented on the forums for each step, so you can keep track of the history going on.

Obviously this could have some kinks in it, but I think it's a good start.
 

RedKhan

Soulsand
Joined
Jun 21, 2011
I like the general idea. Means everyone would have to have a military force, or money to make up for it.

Also means that large military powers could effectively take over towns, at least on paper (Maybe they would siphon off a small portion of their taxes).

I think some of the more finicky rules like a day of rest etc could be done without, but the organising of a large battle that decides the war sounds cool. My question would be, would it always be the same thing at stake?
 

KrojinKin

Legacy Supporter 6
Joined
Aug 28, 2011
In my opinion, the battle and winnings could be discussed between the mayors, although it would have to be something of similar value.. I was also thinking, a town is a huge loss... now what about this.. Instead of instantly trading over the pink slip If you loose the town.. instead it goes up auction. Where town the two mayors can bid on it. The winning bid would goto Kainzo, their would be a time limit. Also, a mayor can only hold X amount of towns, This would be decided by Kainzo. So not just one man could hold every town in the game it's not logical. Nor would things run properly.

Now I was also thinking what if the attacker looses? What would be done then.

Any Suggestions?
 

mt51784

Legacy Supporter 4
Joined
Aug 9, 2011
Location
New York City
I say no to the entire thing on the grounds that some towns are crafting oriented and therefore should not be forced in anyway to have to defend themselves. If they have worked hard enough to own the town and region they are in. Not because I am pve/crafting oriented. Yes now argue that they can pay there way out but that is just extortion and well would cause some players well rather many players to up and leave

(change your no statement. yes, no, and possibly with work would have been better choices instead of assuming why people prefer not to have it.)
 

KrojinKin

Legacy Supporter 6
Joined
Aug 28, 2011
I think (Hardcore) imo should come in here and, if this game had a some sort of risk. It could add to the game. Get out of your comfort zones you carebears - - sooner or later you'll get bored and quit anyways once you've completed your Crafting oriented ideas/goals.
 

RedKhan

Soulsand
Joined
Jun 21, 2011
I agree that conflict between towns is the only thing that will give the server real longevity. Once everyone has levelled the classes they want and perfected their towns and projects, where do you go from there?

And yeah it would be extortion, which is on par with stealing or killing, both of which are allowed.
Whether or not this system were to be put in place, I would like to see a system with similar variables.

Having the greatest combat force on the server is next to useless without an organised way to utilise it when it comes to towns (Which are currently totally safe assuming they have built their walls correctly).
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
I've tried this before, as have many others. The main obstacle to changing township-pvp is earning everybody's cooperation, or getting the admins to enforce the system. War rather implies a lack of cooperation, now doesn't it?

I do like thought of buying out your enemies for safety. The negotiation process was a factor in my stab at this topic, and I really do like that. The warzones plugin we got to test one time seems like it could be the answer to the process of attacking. When war is declared, a forum post is made detailing the participants and negotiations are made- fees to call off the attack, or any backup the towns involved may receive. If the attack is going to continue, the participating towns are sealed off within warzones. The battle takes place in an environment where blocks can be broken, where deaths are recorded, and where there could possibly be a flag to capture.
 

KrojinKin

Legacy Supporter 6
Joined
Aug 28, 2011
Exactly, I would love to see any sort of system where their is a risk factor. I get rather bored when I have nothing else to do. I'm not much of a PvE person, or a world builder.
 

7thKnight

Legacy Supporter 7
Joined
Jan 14, 2011
Location
Vancouver, Canada
What about the possibility of a capture the flag/king of the hill type of warfare? Hold certain amount of flags/tower for a period of time and gain access into a town. If the town isn't active/doesn't hire mercenaries it won't be able to keep players out of their town.

Would be neat to have to take over the towns outposts before taking out the town itself ;D(Of course if the town has a hole in their wall or no wall at all the king of the hill concept would only be for show)

The entire thing I see from warfare though is that "Gaining access" into the town is an understandably complicated issue. The townies aren't going to just agree to open a gate and i have a hard time imagining someone adding a foreign player to their towns region, nor do I see an admin teleporting players into the defending town. A region being turned off then back on could lead to untold amounts of griefing reports(especially in crafter centered towns)

I'm scratching my head and I have put a lot of thought into a solution and no viable or non-exploitable way are springing into my mind. At first I thought having the ability to fling a couple explosive fireballs from designated towers to blow a hole could work, but how would region defined skills that auto deletes and add new players work? On the other side of the coin the ability to set up tnt cannons in that area to blow holes in the wall has many problems with just pointing it in a different direction and overpowering the cannon. Both include actively punching a hole into someones wall(and buildings behind the wall) And would lead to many sad pandas and the resulting PE storms.

What are the possibilities of bringing back the warshard type forts with respawning ores underneath? Possibly every town could obtain one and place it outside their ring but inside their 100 block range as well as having them expand if not multiplying with every town upgrade? Or just place a number of them around the map.

Thank you to anybody who read my wall of text and please respond with your thoughts!
 

jmoney222

Legacy Supporter 5
Joined
Apr 22, 2011
Location
Texas
On Sanctum world, they made the little arena thingy with Capture the Flag and Team Deathmatch. I think that should be re-implemented, as it adds fun to the PVP aspect.
 
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